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Combat Metagame

Discussion in 'General Discussion' started by Wanay, Nov 20, 2013.

  1. Joram Joram Well-Known Member

    Ok i found it, 49:50 they start talking about it (99% sure it's still wip but we can get an idea of what they think about it)



    Current ttk in his build is 5-7 seconds, a melee class will kill faster a ranged class, can take longer against other melees because blocks/dodges and i'm gonna guess people dancing around each other, they also mention that Nicolas Brunoni, lead UI designer was killing Miguel Caron pretty quickly with headshots, so skill will be a factor.
  2. I can see a 5-7 sec ttk at 50-100m. But the ttk needs to come down as the range dwidles or melee is going to be the go to build in this game.
    Whiskey likes this.
  3. Rasczak Rasczak Subordinate

    Like I said, from a sheer playability perspective that better not be the 100% accuracy, point-blank TTK. It can be fairly easy for that to be the average TTL under fire, but that's something that's heavily influenced by play style and difficult to standardize. As a rule of thumb, in a shooter with manual aim your TTL is much, much higher than your TTK because of the simple fact that people miss, and people take time to aim (or else they miss more).

    If I need to land 5-7 seconds worth of bullets on you (which under most conditions is going to take a lot more than 5-7 seconds of shooting, I don't have an aimbot), that is going to effectively neuter ranged classes no matter which way you look at it. They might as well rename it to Chivalry 40k.

    I cannot stress enough that a second is so very much longer than it sounds in a firefight.
  4. Joram Joram Well-Known Member


    I know how you feel, i play CS:GO, 1 well placed bullet kill anyone... but i still think it's not that bad as it sounds in EC, we will need to see some more gameplay before we can judge.
  5. Rasczak Rasczak Subordinate

    Well, the good news is TTK is one of those things that can be rather easily changed during testing. It's little more than the math relating damage, rate of fire, and effective HP, all of which should be possible to change by doing little more than updating a simple variable. So they have plenty of time to play with all sorts of different balances.

    Though they'll need to at least get it somewhat close to right by launch, since even though this kind of thing is very easy to balance post-launch, first impressions matter.
    Sledgecrushr and Whiskey like this.
  6. Cyke Cyke Subordinate

    Ranged TTK (with regards to balance to melee fighters) depends a lot on the type of terrain we can expect combat to occur in.

    - For example, a long TTK of 5-7 seconds will actually still favour ranged shooters on a wide open plain (even with jump packs), because the shooter can open fire early and easily whittle down the melee attackers before they can close. In fact, the close combat fighter will have no chance of reaching melee without being cut down.
    - With the same TTK, in tight terrain with plenty of cover (or even worse, urban combat with buildings) the shooter will have virtually no hope of killing a melee fighter before he closes the distance.


    Space Marine's multiplayer maps typically have a good balance of tight areas and open areas (with respect to average TTK in those games, taking into account dodging and jump pack use). However, the map design is specifically calibrated to work with Space Marine's TTK.

    It will be much more difficult for the EC team to tune TTK vs map design, because I imagine there will be a huge variation in area size. Effectively, the ranged classes and the melee classes will have their roles defined by the battlefield terrain, and their strengths and weaknesses will differ from one battlefield to another.

    At the end of the day, I suspect we will need to play in teams composed of a mix of ranged and melee fighters, lest our team be caught helpless in a situation they cannot handle.
    Sledgecrushr likes this.
  7. Frank FrankM Curator

    you know your doing it wrong if you have to reload and the target is still not down

  8. happens to me all the time when i'm shooting a max.....
  9. Issue is that 5-7 seconds of hitting for a kill is EXTREMELY unsatisfying, if you've ever played Bored-erlands you'll know what I mean. The weapons feel like they have no impact or power what so ever when it takes a full clip or more to kill one enemy.

    It needs to be closer to 2-3 maybe 4 at maximum of constant fire to down someone.
  10. It should depend on the distance and aiming should factor into it a lot. If you get in front of a gun emplacement at midrange you should be rekt within seconds and at short range practically instantly. On long range, it shouldn't be an effective kill mechanism but should encourage people to get down or at least behind something, it should serve as area denial due to further scattering of shots. Tactics should be encouraged harder in these kinds of systems.

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